I got curious about the real difference between D3D and OpenGL, so I did a little comparison. Here's what I found...
D3D Renderer
OpenGL Renderer
D3D Renderer
OpenGL Renderer
Notice the fog. In D3D, it seems that any decorations or other non-map objects (items, player models, etc) are rendered at full visability, regardless of the fog. For the longest time, I thought this was simply a problem with the UT engine that I would have to live with. It wasn't until I switched to OpenGL a few weeks ago that I realized it was only a problem with D3D. Also, the hi-res compressed textures are definately a plus in favor of OpenGL. Even with hi-res textures, OpenGL still runs faster than D3D by quite a bit too.
D3D Renderer
OpenGL Renderer
Again, OpenGL seems to come out on top. For some reason, the trees and buildings are rendered way darker than they should be in D3D. Overall, the textures just look brighter and cleaner in OpenGL.
I've been a life-long D3D'er, but from now on I think I'll be using OpenGL. There's really no reason not to use it. It does everything that D3D does, only better.
-Keiichi
http://www.geocities.com/morisato_81/
[This message was edited by Keiichi on Jan 31, 2001 at 01:38.]
D3D Renderer
OpenGL Renderer
D3D Renderer
OpenGL Renderer
Notice the fog. In D3D, it seems that any decorations or other non-map objects (items, player models, etc) are rendered at full visability, regardless of the fog. For the longest time, I thought this was simply a problem with the UT engine that I would have to live with. It wasn't until I switched to OpenGL a few weeks ago that I realized it was only a problem with D3D. Also, the hi-res compressed textures are definately a plus in favor of OpenGL. Even with hi-res textures, OpenGL still runs faster than D3D by quite a bit too.
D3D Renderer
OpenGL Renderer
Again, OpenGL seems to come out on top. For some reason, the trees and buildings are rendered way darker than they should be in D3D. Overall, the textures just look brighter and cleaner in OpenGL.
I've been a life-long D3D'er, but from now on I think I'll be using OpenGL. There's really no reason not to use it. It does everything that D3D does, only better.
-Keiichi
http://www.geocities.com/morisato_81/
[This message was edited by Keiichi on Jan 31, 2001 at 01:38.]